Sorry for posting in "Release Candidate Testing Forum" - but it looks more alive than other forums.
Here is my top 5 most wanted features:
1. Copy/paste option for node or group of selected nodes. Now it's possible for one node via export(save)/import node but it's quite unhandy.
2. Possibility to wire selected parameters of macro subnetwork to macro gui. Now you have to go inside subnetwork _every_ time when you need to change something. For example I have 10 nodes inside macro subnet. Every node has 10 parameters - so I have 100 parameners to control, but I want to control only _few_ of them, which should be wired to out of this subnet. This is the cornerstone of any "black box" concept (houdini assets, thinking particles black boxes etc) - you don't need to know what's inside the box, because you have all control parameters outside.
3. Multiple camera nodes - to set up several cameras in one scene. Now I can create Thin Lens Camera Nodes inside of Preview Configuration Subnet and connect them to the corresponding input of Mesh Preview RenderTarget node but it doesn't work - I don't know why. It seems like all this node system is fake.
4. Falloff or Fresnel texture node (falloff in 3dsmax, facing ratio in maya, incidence in XSI, etc). Possibility of control color depending on normal/view direction angle is a basic feature of any material construction.
5. Material Library Tab. I want to have my own Material Library Tab for my own local materials - like Live DB tab. Now live DB is useless and without any strict moderation it will be more useless and chaotic in the future - tons of "one click" materials with different names.
All of this is a really important but almost all features about GUI changes. Implementation of this won't require engine changes or more deep cuda stuff.
most wanted features
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- Elvissuperstar007
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- platon11109
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+5
My English is bad! Google translator to help me!
Intel Core i7-960 3.2GHz | GTX460 2G| GTX 580 3G | 24gb ram | Win10 64 |
Intel Core i7-960 3.2GHz | GTX460 2G| GTX 580 3G | 24gb ram | Win10 64 |
+1
1.) Agree. See this related post
2.) This is already possible through input pins (add -> input pins -> bool, int, float, texture), but it needs additional features, like the ability to specify default values if the user of the macro doesn't provide the input, or making other decision based on that. See point 2.) d) Logical operators of this post. For limiting the amount of input pins necessary to operate a macro (like if the textures in the macro have different scale factors, but you wold like to have one global scale input, not several individual), it's necessary to introduce math operators, that would convert numeric input accordingly. See no.5 of this post.
The list of possible pin datatypes needs to be expanded to other node types, like emission or transform.
3. 4. 5.) Totally agree
2.) This is already possible through input pins (add -> input pins -> bool, int, float, texture), but it needs additional features, like the ability to specify default values if the user of the macro doesn't provide the input, or making other decision based on that. See point 2.) d) Logical operators of this post. For limiting the amount of input pins necessary to operate a macro (like if the textures in the macro have different scale factors, but you wold like to have one global scale input, not several individual), it's necessary to introduce math operators, that would convert numeric input accordingly. See no.5 of this post.
The list of possible pin datatypes needs to be expanded to other node types, like emission or transform.
3. 4. 5.) Totally agree
Last edited by matej on Mon Jan 10, 2011 11:08 am, edited 1 time in total.
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net
Big thanks, I didn't notice tiny paragraph in manual about that. But immediatly I discovered couple of bugs in this feature. For example, texture input pin "RGB spectrum" or "floattexture" works fine but when I tried to create input pin for bump with "image" or "floatimage" - it doesn't work at all (same material outside macro works fine). Next strange thing what happened - when I deleted this bump input pin inside macro - corresponding parameter "bump" just disappeared from material node. There is something wrong with this input pins stuff.matej wrote:
2.) This is already possible through input pins (add -> input pins -> bool, int, float, texture),